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edizzl

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Everything posted by edizzl

  1. Woops, let me correct my posts haha. I guess I was bad at reading.
  2. Yah you just have to learn the timing. Just do it as soon as you can. If you get the falling j.c right, you should have plenty of time to 5d -> 6c. If I hit a straight up haku in the corner, I'm going to do the new riichi combos. :D If I'm playing online and there's lag I'll probably just do the normal: haku, chun, 5b, j.b, j.c, JC, j.D (hold a little), j.c, 6c, tsubame, desired finisher
  3. If you can't get the 2c after the chun/j.chun/tk.chun then you could do 5b, j.b, j.c on most characters. Basically if you got the chun to come out really fast then go for 2c, if you're a little late on the timing then go for 5b.
  4. Tager also has ways to get out of corner pressure/okizeme, so this is a harder matchup than you think. Although it's easier than most of her other matchups. :| I tend to suck against heavy characters in any game I play, I think I just get intimidated. :\ I also tend to fall for tick throws pretty easily. :\ So far I haven't fought a good enough tager to make me worry more than cpu tager. 6B, j.c are definitely good options. Putting out a shishin seems to be good to keep him in block stun while you get in. Definitely make sure your chains/links are solid otherwise Tager could backdash during a gap and you'll be left eating Tager's fist.
  5. If I try the airdash j.b j.c, the j.c whiffs or he's able to tech. There has to be something that ends in a knockdown. :\ I have to experiment with this combo more. Damn his hitbox! Okkake is the C move when you're on the staff during riichiA.
  6. Here's a crappy riichi combo against Carl, crappy because it doesn't end in a knockdown and only does around 3.6k damage. 5b, 5c, haku, (wait till the haku is almost done), hatsu, riichiA, ippatsuA, ippatsuA, ippatsuC, drop, j.c, D (hold for a little), air dash, j.c, hatsu, chun (or chun, hatsu at the end) if you leave out the 5b, 5c and just happen to catch someone with a random machi in the corner (like that will happen) then you could go for a tsubame, 6c after the air dash, j.c. Probably not worth the work. :\ You want to get the machi right before he's almost hitting the ground otherwise the second one won't hit.
  7. For some reason, I have a hard time winning consistently against decent Hakumen players. I'm not sure which of their moves I could punish and his high defense means I have to keep up oki pressure for a lot longer than normal. I'm not sure, but can Haku D out of corner pressure?
  8. Haha I lose all the time to spammy Noels and Jins due to lag. I try to tsubame or poke during D spammy Noels, but nothing comes out. If you're doing combos, I find that it helps to spam the button a few times more than you would normally to make sure the input comes out. :3 This doesn't work in overly laggy games though.
  9. When I first played the arcade version of the game, I would play Bang so I kind of know what he's capable of. His overheads are 6B and 5C, 6B being pretty easy to react to. 5C links off of 5B so watch out for that in his mixups because Bangs usually go 5B > 2B for combos and sometimes do 5B > 5C for shenanigans. 2A and 6A are his lows. 2A is a standard low and 6A looks like it's an overheard. It's best to just block low and react to any of his overhead attacks. If Bang goes into nail pressure with TK D nails, just block and wait for an overhead. There are sometimes gaps between TK D nails and the continuation of pressure, usually a 5A or 2A and sometimes 5C. If you sense there's a gap, you could counter poke out with 5A I believe. Tsubame is a solid way to stop dash happy Bangs. 2C and Litchi's aerials are good options too. Beware of quick teching in this matchup because a lot of Bang's mixup comes from people teching early. When I played Bang, I liked to go for command grabs if I noticed my opponent teching as soon as possible. Watch out for his resets in the air also, Bangs could go for command grabs after an air combo finished with poison nails. If you're worried about his guard points, just don't spam out high recovery moves. Only his 5D has full body guard point, so unless he's doing a teleport D move, you could poke out of a lot of his guard points. Basically just watch what Bang is doing and react accordingly.
  10. I would say that this matchup is in favor of Rachel as well. The Rachels I've played online haven't taken full advantage of her zoning skills, but I believe she could keep you away and run away for free in this matchup. Unfortunately I have yet to play a Rachel that could make me scared of her zoning game, online players tend to rely on the electric chair or they would randomly throw out the cannon thingy. 6B is definitely solid in this matchup though. I'll let LK explain the rest since I'm sure he has more experience.
  11. I think if you're crouching, you won't get grabbed by it. I'm not sure if you could counter poke it though.
  12. I made one work on Tager for 3901 damage. 5b, 5c, haku, hatsu, riichiA, ippatsuA, ippatsuC, drop, walk away from the wall about a step or two, 5b, j.b, j.c, JC, D (hold for a little), falling j.c, 6c, tsubame, 6c, oki
  13. Word, I was wondering how you could do more riichi combos through different setups. I was just wondering if you could setup the combo off of a tsubame, or itsuC (and if it's worth it to do so) so it could be used in a more practical situation. Damage seems very much worth it though and the combo isn't insanely difficult, just requires some timing.
  14. Tested the combo that starts around 2:00 on http://www.nicovideo.jp/watch/sm7661699 on Ranga (which is shown in the vid) and on v-13 for 4724 damage. haku, hatsu, riichiA, ippatsuA, ippatsuA, ippatsuC, ippatsuC, drop down and land, j.c, JC, D (hold for a little), j.c, 6c, tsubame, 6c, okizeme I assume since it works on v-13, it'll work on noel and litchi also, but need more testing. Not sure if you could start this on a tsubame yet, but I feel it's a viable combo to do during oki mixups in the corner.
  15. A - E Dizzl B - Ed C - Vista (San Diego County) D - A little bit of Axl E - SoCal F - Can't really offer housing, sorry. G - Don't really travel that much. It's usually just Orange and LA counties.
  16. Been lurking for a while and finally registered and I would like to thank everyone in this subforum for elevating my May game. May vs. Sol what do you do?!?!?! Getting gunflamed in the corner and getting my okizeme tactics stuffed by dps aren't fun. ;_; So what's a good way to get out of the corner against a Sol, or any corner whoring characters in general. EDIT: NVM, made noob mistake. Sol tactics were already discussed. *looks back into thread*
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